Commit graph

670 commits

Author SHA1 Message Date
zicodxx 23660d8040 Implenented POBOYS cheat as equivalent to D2's DELSHIFTB 2010-07-17 12:08:45 +00:00
zicodxx 4fdbda1689 Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it 2010-07-17 11:57:07 +00:00
zicodxx 81baeaeaa4 Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test 2010-07-17 11:19:29 +00:00
zicodxx 06cf80ab18 If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop 2010-07-16 13:03:12 +00:00
zicodxx ac840f306b Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given 2010-07-16 11:07:42 +00:00
zicodxx 4b407c62b8 Fixing showing options menu in demos - was still called (or rather not) by obsolete variable 2010-07-16 06:27:49 +00:00
kreatordxx 8c23459d9e Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat 2010-07-15 09:45:25 +00:00
zicodxx 9596e0fcf8 Scale tab stops in briefings to font-size correctly 2010-07-15 09:22:33 +00:00
zicodxx 2d739a2c46 Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent 2010-07-15 06:09:23 +00:00
zicodxx 2cb3bac259 Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent 2010-07-15 05:40:25 +00:00
zicodxx 280b635dbe Addition for last revision - just screwed up my working copies 2010-07-13 06:45:15 +00:00
zicodxx 9933bb81ce Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile 2010-07-13 06:35:25 +00:00
zicodxx 47770df6ca Fix for last revision - did not compile correctly 2010-07-09 13:47:11 +00:00
zicodxx a8111d203d Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that 2010-07-09 07:58:48 +00:00
zicodxx 152ed8ea60 When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels 2010-07-08 22:20:39 +00:00
zicodxx 52b57dbd31 When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levels 2010-07-08 22:12:53 +00:00
zicodxx 9dbd8ad144 Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over 2010-07-08 09:35:59 +00:00
zicodxx 4c63f57aac Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine 2010-07-08 06:37:23 +00:00
zicodxx ee3856285d Fixing building on Windows if SDL_Mixer is not a target 2010-07-05 12:14:49 +00:00
zicodxx c209b4c319 Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systems 2010-07-05 12:12:12 +00:00
zicodxx d15778e03c When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly 2010-07-05 08:05:32 +00:00
zicodxx a7497054c3 Addition for rev1152: After setting mouse button, reset mouse state properly 2010-07-05 07:53:38 +00:00
zicodxx 8a7e7de051 Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key 2010-07-05 07:31:03 +00:00
zicodxx d87c4ab289 Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup() 2010-07-04 13:57:21 +00:00
zicodxx 44d6e096d6 Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins 2010-07-04 13:12:08 +00:00
zicodxx 7009221170 Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff 2010-07-04 12:47:30 +00:00
zicodxx 47307bd25b Fixed Compiler-warning on Windows; Fixing Windows build which was not linking against SDL 2010-07-04 07:07:51 +00:00
zicodxx e62d911160 Renamed manual_join to direct_join; Aligned letlist tabs a little bit 2010-07-01 09:08:30 +00:00
zicodxx 07bdbfe610 Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice 2010-06-30 15:57:13 +00:00
zicodxx bff24ced0d Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically 2010-06-30 15:26:27 +00:00
zicodxx e0d95f4f1c If multi_level_sync() fails, restart menu music since level music is playing already 2010-06-29 21:14:30 +00:00
zicodxx 47091a3d5e Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside 2010-06-29 20:51:38 +00:00
zicodxx 97e20ee74c Added UDP Netlist to join LAN games discovered/announced via broadcast 2010-06-29 16:41:08 +00:00
zicodxx ac8e02e0ce Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use) 2010-06-29 06:47:46 +00:00
zicodxx 4e3bf92435 When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly 2010-06-27 11:28:26 +00:00
zicodxx ef4e9e1e17 Implemented kill_and_so_forth via DEL+SHIFT+B for easier debugging 2010-06-25 07:53:15 +00:00
zicodxx 4d688df531 rev1134 revisited: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch 2010-06-24 17:17:28 +00:00
zicodxx 0fde6445d4 When inregulary exiting a level by warp cheat, set canvas to NULL so cockpit canvas will not apply furthermore 2010-06-24 14:00:01 +00:00
zicodxx 509e5be5a7 Added function to list valid resolutions and build resolutions menu dynamically with the resulting list 2010-06-24 09:29:11 +00:00
zicodxx da3ef28e60 main/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type 2010-06-23 13:39:52 +00:00
zicodxx ffa7f639c1 If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again 2010-06-23 12:57:28 +00:00
zicodxx f4d8a1e0a1 Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist 2010-06-23 11:44:12 +00:00
zicodxx 9235a9eda4 Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly 2010-06-21 21:43:10 +00:00
zicodxx 88ebccab15 For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption 2010-06-20 20:32:30 +00:00
zicodxx 763f5f42b1 Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played 2010-06-19 17:03:51 +00:00
zicodxx 75169a184a For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspect 2010-06-19 16:24:34 +00:00
zicodxx c3d91ceeca emoved PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped 2010-06-18 08:22:45 +00:00
zicodxx e4a0c20f76 Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub cancas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps 2010-06-18 07:31:06 +00:00
zicodxx 8a3aeb01e8 Fixing regression from rev1038 which broke showing laser level or quadness in cockpit and statusbar 2010-06-17 09:46:45 +00:00
zicodxx e1572135a2 If picking up one missile out of a four-pack, use singular description instead of plural 2010-06-17 09:45:05 +00:00